Hmm, bit mixed on this one: I think it has a lot of potential and a nice variety in mechanics once you get into the later levels, but I feel like it really gives a bad first impression, doesn't quite reach its full potential and I wouldn't blame a lot of people dropping it very early, even myself (I only stuck around the whole way due to morbid curiosity and due to the Gappy brand).
When talking about bad first impressions, I'm not talking about the obvious bad first impression which is the eponymous 'red eyesore' graphics...though that is still a valid point that the graphics are both painful and quite boring/repetitive at times. I'm not necessarily referring to the bad impression that the controls can be as well, with certain aspects like walljumping being very much broken and frustrating to utilize.
No, when it comes to bad first impressions, I'm more talking about the levels and how long it took for them to get good. I can accept a Gappy game being a more standard platformer instead of an endless runner, but unlike a Gappy game, this did not grab me right from the start, and it took until around world 4-5 to give me any sort of challenge or spark of engagement in my brain, any of that classic 'Gappy' feel.
While all of the worlds introduce their own unique mechanic like rock form or reverse gravity or what-have-you and I do like that variety aspect, they all felt very token and underutilized and many of the early worlds end before doing anything interesting with them, or right when it was finally getting good. For example, the rock form can be used to break hard blocks, but so many of the levels just gave you rock powers right in front of hard rocks, making it feel practically pointless.
Even when you think it'd do something creative like make you go down an alternate path and get through some obstacles to come back with rock form, it just gives you a shortcut back instead of having you go back through the obstacles which now might have to be tackled in a new way due to your added weight from rock form: what a wasted opportunity! There are just so many instances of this where the level design is boring and challenge non-existent: as said, eventually it pulls some interesting tricks, but it takes until the way later worlds to do this instead of starting out strong.
At the end of the day, it was promising but quite clunky, but I guess you can take that as an achievement because, well, it's Gappy...on Virtual Boy! I mean, what else would you expect? It's very on-brand in its knock-off feel, I suppose, haha!